194 Matching Annotations
  1. Last 7 days
    1. Citizen science projects and biohacking activities are both activitiesperformed by non-professionals, artists, or citizens, but with a diffferentmode of appropriation. While the intent of citizen science projects is tocontribute to research experiments and contributors are expected to ‘followthe rules,’ biohacking is a bottom-up movement that is based upon subvertingexisting knowledge structures.

      Who is this working for? What structures does it perpetuate? In playing it, what does it change? Does it change anything?

    2. function is both constitutive and symbolic, as instrumentslike microscopy served as “a means to and a symbol of mechanical objectiv-ity” (Daston and Galison 2007, 139). With the microscope as an objectivemediator, scientists tried to eliminate the subject. The epistemic messageof the microscope is a tool for creating objective knowledge. Today, moreinvolvement and subjectivity of scientists in microscopic image productionis common practice. Using software programs to correct, to crop, or to alterimages is a commonplace. For instance, color is often added in order tohighlight specifijic elements of an image.

      But images, like graphs, are not objective. They are deceitful, they require worksmanship. And anyhow, light collection is variable, just think of how different phones take different photographs, how we have X-Ray, Infrared, and wide colour gammut sensors, also with different exposition times (ghost images or light traces).

    3. The focus of this chapter is on ‘activist simulation games,’ which aremotivated by an activist or political intention on the part of the game-maker, and which attempt to harness simulation and procedurality in thegame to convey the maker’s political critique or message to the playingpublic. Schleiner argues that that the ‘toyness’ of the world of such games,the miniature abstraction of the model that announces itself as game,not life, contributes to a nullifijication of the game’s critical impact. Tobreak away from this situation, she argues, requires a ‘broken toy tactic’of interruption or sabotage that breaks the spell of games’ procedural,operational logic.

      Next chapter also tried to problematise the idea of serious or commerical games as the saviours of gaming, from the lens that they are embeded in a chokepoint technofeudalism that translates volunteering, modding, community building, hacking, and charitative donations, as a solutionist fix that doesn't change the system, rather tries to cover its holes. Against the idea to mobilise the youngster slackers with mainstream video games, it develops the Shirky principle idea that actually, this contributes to the concentration and surveillance data grab of BigTech that's part of the problem. It specially attacked a book cited in multiple chapters: Ellen Middaugh, and Chris Evans’ The civic potential of video games.

      It argues from Baudrillard's complicit euphoria, cult of the ego, hedonism, the society of the spectacle, consumerism, the maximisation - compulsive collection of diverse pleasures. I deleted it because it doesn't provide alternative paths, like how against instrumental solutionism, games must die, and culture must die too, but it must be reborn again and again breaking the Overton window of what's accepted, reborn with non-conventional meanings and feelings, reborn without its elitist concentrated play, without its assumptions (with alternatives instead), and reborn with coordinating transgressive revolution ingrained on it.

      Footnote 2 from this chapter expands on this a bit.

    4. The brokenness of September 12thmanifests in that playing well delivers loss, subverting the expectationof the player to master a rewarding challenge of eliminating terrorists. InMcDonald’s Video Game, on the other hand, the very operationality of themodel of fast food production cycles transmitted to the player overcomesthe game’s critical impact.

      And yet, September 12th is too much simple. As a simulation, it only conveys the ideal of violence begets violence, but such a principle can leave players with a sour patronising mouth taste of "I already knew that". The world is more complex, but immersion and its mastery from habit also difficult periodically leaving it and challenging one's perspectives, like it happens in McDonald's, Frostpunk, Mini Metro, Democracy, or Cities Skylines. These simulations can be much more insightful, but the requirement is that players know how to read.

    5. toy-like, cheerful cow and hamburger world that the ironic subtext of thisbeing an unethical business practice is often missed by players. For instance,when my game design students in Singapore played McDonald’s Video Game,they seemed largely unconcerned about the detrimental side efffects of thistype of production on workers, animals, consumers, or the environment.

      From the text: Frasca proposes that players, not only game designers, potentially impact the ultimate rhetorical “outcome” of a game by channeling the course of play into directions unimagined by the game-maker (2003b, 228). Frasca calls upon Brazilian theater director Augusto Boal’s “Theater of the Oppressed” as a model for how a game can depart from Aristotlean narrative closure. Frasca writes “one of [Boal’s] most popular techniques, re-enacts the same play several times by allowing diffferent audience members to get into the stage and take the protagonist’s role”.

      This happens in hacking, modding, and maker cultures, cheating in GTA, in Card/Collection games to give yourself the console and obtain whichever item, like how Minecraft creative mode allows. This "becoming" the designer enables "seeing" through its lens. Counter play can also happen when steering against stereotypical gameful intentions, as with Disaster Sims in the series with the same name, or as prompted in reflection simulation games like Proteus.

    6. A tactical recipe for the activist simulation game consists then of twosteps, fij irst a positive, then a negative; fij irst to constructively programa simulation of a harmful operation from the world into the game, fol-lowed up by either a game-maker, or player instigated interruption, orsabotage that breaks the spell of the game’s movement and procedurality,thereby illuminating its operationality in a critical light.

      That's where designing and maker precepts also come in. In reading a game, in watching it reflectively, in playing as a designer, a deconstructor. This is not often taught to players. An issue with the argument is that when they leave, they may leave out of frustration, which can cause missunderstandings and not prompt reflection. It can make these players abstain from simulation genres as a whole, and engage in more arcade "neutral" (immediate gratification) f2p titles.

    7. The conventions of a conspiracythriller for example, require that the complexities of a historical situa-tion—such as energy transition—are simplifijied in a kind of morality playin which bad characters (such as Chen and, to a lesser degree, Jack) embodybad behavior, and good people (such as Tony and Vera, unraveling theconspiracy) defeat them in the end.

      That's why you shouldn't pick complexities. World in not black and white. Progress is not linear.

    8. petro-capitalist,authoritarian states with a questionable reputation with regard to democracyand human rights. Countries such as Russia, Iran, and Venezuela use theirenergy supplies as a political weapon to defend their strategic interests.

      Hah, you mention Iran from the Gulf and not Saudi Arabia? Also, besides Russia and Saudi Arabia where it's oligarchs, most of this goes to companies, and corrupt politicians are bought or invisibilised. Also, the US has the largest fracking soil in the world...

    9. To better understand the persuasive power of Collapsus as a whole,we can direct our attention to what documentary theorist Michael Renovcalls “the four fundamental tendencies or rhetorical/aesthetic functionsattributable to documentary practice,” which are to express, to analyzeor interrogate, to reveal, and to persuade or promote (

      Reminds me of McLuhan's tetrad!

    10. Collapsus isan important case to discuss because it succeeded—back in 2010—in imagining the social andpolitical implications of global warming in an innovative way. It was aimed at a predominantlyyounger and connected generation. Statistics show that it is difffijicult for documentary fijilms toreach young audiences; only 18-20 per cent is younger than 34 years old. Collapsus reached 41per cent of that age category.

      Now it's dead, because flash is dead.

    11. Smaller game jams are occasionally even ‘designed’ and leveraged as toolsfor political participation themselves. For instance, the GeziJam was held inJune 2013 to support and raise awareness of the protesters trying to stall thedestruction of the Taksim Gezi Park in Istanbul. The conceptually related#JamForLeelah reflected on the suicide of Leelah Alcorn in December 2014and challenged participants to tackle the issue of transgender sensibilitiesthrough the creation of games. In some cases, game developers are trying tomonetize this awareness and create games to raise funds for socio-politicalcauses. For instance, the game Kubba was created by Ahmed Abdelsamea(2012), an Egyptian indie designer, to generate revenue benefij iting therefugees of the Syrian civil war (Curley 2012). The game mimics the moreor less iconic Western game franchise Cooking Mama (Offfijice Create 2006),challenging players to prepare the eponymous Syrian dish, Kubba. Thegame is a variation of the earlier Flash game Ta’mya (2012); yet, while theoriginal has English text and is available on Kongregate

      Flash games died, no... Adobe killed them. Flash games were free. They lived on Kongregate, on Newgrounds, on Miniclip.

    Annotators

  2. Jan 2026
    1. The role of intellec-tual property rights has massively increased since the late 1990s.This is no longer just about copyright but huge numbers of pat-ents and micro-patents that cover software, protocols, operat-ing systems, algorithms, data feeds, and so on.64 This allows theplatforms to stay way ahead of smaller, later competitors whohave little chance of reaching the scale of data collection andcomputing power available to the giants. It also allows themto effectively charge “rent” (economic actors receiving rewards“purely by virtue of controlling something valuable”) on thosesystems, platforms, and infrastructures.

      Which is why judicial and police sectors are also implicitly culture. Or rather, they are the chains of actually distributed culture. They are validated, invisibilised oppression.

    2. freelance, indie cul-tural scenes are slowly disappearing.20It is this that lies behind the growing concern with culturallabour.

      Autonomous workers and cooperative groups should not be confused with autonomous managers (for-profit, expansive Shirky principle perpetuation angel investor mindset)! There is a difference, by design.

    3. It might be that some targeted basic income for artists schemewould work. It is selective and so perhaps akin to a fellowshipscheme. The Irish experiment will tell us a lot here.

      The Irish experiment worked! And the pilot cost €72 million to date but generated nearly €80 million in total benefits to the Irish economy. It is now being made permanent, although it only goes to 2000 people. Check it here: https://www.artnews.com/art-news/news/ireland-basic-income-artists-program-permanent-1234756981/

      Still, I find caveats: These people going employed and/or working for monopolies, or else monopolies still squashing these people's liveability by means of sheer power in marketing or patents, political lobbying, or court judicial settlements.

    4. In neoclassical and neoliberal economics, state spendingon services is framed as being paid for by the “productive” –i.e. profitable – sector of the economy. But, as we learned inthe pandemic, the most useful and essential parts of our soci-ety are often the least profitable and their workers the leastremunerated. Many profitable sectors are not useful, andoften quite damaging. Large parts of the hyper-profitablefinance sector are parasitic on the public service sector. AsI argued in Chapter 2, this “productive” economy relies on awhole set of disavowed systems – education, domestic labour,environment – without which its profits would be impossible.

      I feel this argument, against bullshit jobs, is much stronger than "capitalism has failed"... for once, because it doesn't necessitate a defeatist starting point, and can me framed as even a satirical position (CEOs don't do crap, is laughable), and for second, because just world hypothesis conservatism bias tells people this can't be the case. Messages online tell people "capitalism+democracy" is the way to go, or else dictatorships by the ultra rich (?). I find it amusing, that more of the same sells so nicely, but that's what people see, survivorship bias big companies employing lots of people, and capitalism lifting out pop stars through financial mobility, and the system delivering all the goods we can possible think of. It's become spectacular consumerism, and culture is everywhere. Culture works, it fucking does, but not your culture, rather Gmail's, and Meta, and OnlyFans, Roblox, etc. one.

    5. More generally, “efficiency” has proved brittlein the pandemic, as “just-in-time” systems with little “slack”shut down rapidly. Resilience and adaptability

      ETTO and Nuclear plant redundancies and safety nets.

    6. The FEC critique the “supply-side” approach to growth, both asineffective in providing these elusive “good jobs” and in assum-ing aggregate GDP will “will lift all boats”. The FEC’s goal is toreorient social and economic policy away from a GDP-centred,individualised jobs-and-wages growth to a focus on guaranteedcollective liveability.It is disposable household income, rather than wages perse, that should provide a key metric.

      Watch out with displacing definitions and invisibilising the most vulnerable. Who would get to say what accounts as "disposable"? What is "needed" insofar as to be counted only as undisposable: Shelter, food, education? I think I get, though, that all these basic undisposable needs, shall be given to everyone, collectively. But this is already in place as a right, just not enforced whatsoever...

    7. How, then, do we reassert culture’s role in public policy?Many who seek to give culture a distinct function have beentempted to add it as a measure or priority alongside the “eco-nomic”. Advocacy such as the “fourth pillar” adds culture tothe “triple bottom line” of economic, social, and environmen-tal impact. But simply adding “culture” leaves “economy”unexamined, a “black box”.6 Like many such attempts, it isconstantly surprised when the real bottom line turns out to be“economy” after all. 7 In this sense, we need to challenge what“economy” actually entails.

      "Economy" reeks of instrumentalism. Granted, it is needed for efficiency, to "save" lives, to "care" for the largest amount, but most of the time, it's not used in this particular efficiency way.

    8. Humans are subject to these material needs, but their purposeand agency are not set by the imperatives of material survival.The purposes of human lives are set by normative not naturalimperatives. By “ought” not “instinct”. These normative pur-poses, in turn, can be changed in the light of self-reflection.“As distinct from natural freedom, spiritual freedom requiresthe ability to ask which imperatives to follow in the light of ourends, as well as the ability to call into question, challenge andtransform our ends themselves”.28Humans also generate surplus time, after material necessi-ties have been met, but nothing tells them how they ought touse this time. They themselves must decide this. Material andspiritual freedom are inseparable – there is no spiritual realmapart from the material – but they are not the same. Spiritualfreedom is a higher order of freedom; it is dependent on naturebut transcends it. The way we lead our lives is not set by mate-rial necessity but set by us. To which I would add that culture,at its broadest, is the name we give to the collective patterningof our material and spiritual freedoms, patterns based not juston communication – all plants and animals communicate – buton symbolisation, forms of speaking about what we ought to do.

      In other words, we have to fill our time lest it be boring enough to not be worth living. It's an uphill battle against the vastness of the universe as a Sisyphus' giant boulder up the hill of society. We rationalise. We have to, to exist: Once we accept patterns and we are made aware of our ability to layer multiple of them, we rely on social constructs, on organising fictions, on tales, the stories we tell ourselves and others, on narratives (a la Byung Chul), religions, the argument behind our actions, the why, our purpose, our goals… these reasons are needed. Culture is needed.

    9. When Indigenous peoples talk about culture, it is ofsomething foundational to their lives, inseparable from them.

      When I think of this I think of slavery, and Malatesta's anarchic thought experiment of having your leg immobilised and telling you this is needed to walk, much like Arslan Senki's golden cage. Living in an isolated casquet means sensory and life reduction. If you've liven in and about rites, you will partake on those and these may look necessary to you. Most people today would not let go of on-demand shows or music, let alone their phones! These are engraved, inseparable of how they live, from their identities, an extension of their selves, a la McLuhan's cyborgs.

      It also reminds me of absurdist takes like those of Camus whereby one lives to rebel in one way. To maximise your own identity in this already set-in-stone world, we need a maximal diversity of alternatives, else risk suicide out of meaninglessness.

    10. This is too restrictive. Without water, one dies in nine days,yet one can live for years without human touch. Is the lattera luxury? Of course, the removal of water, food, electricity, orshelter makes life incredibly difficult very quickly, and it wouldtake some time (childcare issues aside) for the closure of schools,or general health and social services, to register an impact. Butwe all accept these things as part of the social foundations.“Essential worker” is also a contested term

      He's talking about pandemics and lockdown, like COVID-19 and the spike in depression it brought with it (also of games usage, which arguably helped prevent dimmer outcomes - culture as sustainer).

    11. Culture, in both its individual tra-jectory and its social guarantee, is thus essential to the develop-ment of individual capabilities, as in the work of Amartya Senand Martha Nussbaum, and thus an essential part of demo-cratic citizenship, a fundamental human right.

      Very Descartes-Rosseau declinclination to curtal Tocqueville's degeneration of Tyranny of the Majority, in line with Rawlsian golden rule "Veil of Ignorance" anti-bias original state requirements. Still, so many things more would be needed to achieve this! The question is more, I argue, of what to prioritise. I am sorry to say that although I agree with Appadurai’s thesis that doing science should be a human right, I cannot see it happening. Not everyone can do science, at least not simultaneously (if we take it as more than revisionist critical thinking), because other tasks like farming, building, or healing are needed. If these are to fall under the umbrella of "culture", not from an optimisation perspective but a care one, then I think we first and foremost need to change the system we live under, capitalism, and sure, culture can help do it, although maybe through isolationism (which was Nozick's critique of socialism as imposition in the form of Imperialistic Utopians, after all, the same argument was used to "civilise" Eastern indigenous).

    12. I argue that freedom is as foundational to humans as satisfy-ing material needs

      Thorny topic, you will face yourself with libertards Hayek, Fukuyama, Nozick, or Friedman; which don't consider previous inherited accumulation to make their arguments. Instead, whoever has privilege now, should have freedom to protect it, giving themselves to naturalistic confirmation bias.

    13. Health, education,housing, transport, food, energy, water, basic communicationsystems – should these not be fixed before we get to culture?1In what follows I make an argument for the centrality ofculture in overcoming the present crisis, and in the followingchapters sketch out what such an agenda might look like. Weneed to acknowledge the “legitimation crisis” to which culture-as- industry was a response – art associated with elitism andpatrician subsidy, the growth of the culture industries

      But culture is health! A culture of health, of dancing, of being engaged in mentally challenging projects. Culture is education, it teaches, it creates communities. Culture might not be food per se, but it can help grow food, and cook it, collectively, with shared non-contaminating gardens, and recycling processes, through rites more often depicted in religion.

      Culture is communication when misscomunication is rampant: It's not just posting and sharing the life of your children online, it's being aware of its impacts, checking before sending news, and feeling safe enough to talk about suicide and emotions, or to speak up about a close relative who is harassing you, regardless of gender! Is this not a progressivist culture that does not invisibilise these things to private life?

      Or rather, arguably, culture could act as these things. Currently, mass consumption culture is at times an inhibating mass-sterelisation device, and at others, a way to propagate neo-colonialist monopolistic ideals who benefit a wealthy few. It also perpetuates the myth of equality and meritocracy, through ads, and its instrumentalist tokenised portrayal of diverse hires and rampant on your face corruption and ideals buying, ultimately makes change within the system almost impossible.

    14. justifies inaction through despair, encouraging usto postpone doing anything until the “big day of revolution”.

      Spectacular consumerism. Defeatist inevitability. Doomsday preparation. Distopy narratives. Living on borrowed time.

    15. Neoliberalism, a distinct phase of global capitalism thatemerged in the early 1980s, is in crisis. The economic, politi-cal, and social solutions it brought to the prior crisis of Fordistsocial democracy in the 1970s no longer work. That muchmight be broadly agreed. It has become ever clearer since the2008– 10 global financial crisis. Stagnant growth, stalled wages,growing inequality, cost- of-living increases, rising indebtedness,increasing precarity of employment, and the erosion of publicservices are the stuff of the nightly news. This is accompaniedby widespread disaffection and disconnection from the politicalprocess, resulting in alternating moments of political efferves-cence (often as anti-politics) and resigned passivity. This in theface of a growing perception of the deepening hold of powerfulelites over the workings of government, in the form of lobby-ing, political finance, corruption, cronyism, the public–private“revolving door”, and a pervasive cynicism towards techno-cratic political expertise

      Yes, but there have been some welfare and rights advances! Think women and LGBTIQA+ rights. There is increasing cost because demographics have changed, it's not just automation and IA giving the capitalists excess capital gains. Polarisation and corruption are a byproduct of mass production, of noisy, post-truth production.

    16. To achieve these goals wouldrequire that we tackle the ownership and control of the culturalindustries themselves

      Decentralise power, companies should NEVER HAVE univocal LEADERS.

    17. For TimJackson, modern consumerism is a catastrophe, and the soonerwe exit from it the better. Kate Soper, who flags a less puri-tanical approach in her book on “alternative hedonism”, alsosees much of modern cultural consumption as the problem tobe solved.

      But is this culture? And if social media, TV, Netflix, Spotify, and YouTube, OnlyFans, is culture, and that's where people spend their time in, how can we break it down so culture becomes grassroots and not a client service? How can it help establish two-way caring? Yes to destroying bigTech, bigEd, bigAg, bigPharma, and bigClothing/Jewelry, but NOT to having tech, education, health, and cool things to wear. Less, more durable, repairable.

    18. There certainly are cul-tural industries, the large-scale organised production of culturalgoods and services, and these need to be taken very seriously.But culture is not itself an industry, nor is its function to produce“jobs and growth” or “catalyse innovation”. It is part of ourdemocratic citizenship, an inalienable element of our universalhuman rights, and essential for our reimagining of the future.The key argument of the book is that culture, as an objectof public policy, should be moved out of “industry” and backinto the sphere of public responsibility alongside health, edu-cation, social welfare, and basic infrastructure.

      Evidently, as culture is political, culture is also the basis of the social contract: That is, the customs, critical thinking, revisionism, and open dialogical exchange that communities (who communicate) necessitate. Culture is the values that allow for education, and health to be considered relevant too.

      How to say it... culture is what gives you motivation when you are stressed and undergoing burnout, it's what tells others to hold your hand when difficult happen, it's the steady reaction against disinformation, noise, and threats! Culture is what prevents monopolies and its consecutive dictatorships on the first place (but if left unchecked, it's also what facilitates a docile mass of passive consumerist-doomerist individuals, the Society of the Spectacle's now platform-attention capitalism).

    19. The calls by Williams,Hall, and others for creative freedom, for popular participa-tion, and for democratic control were certainly made againstthe formal official arts system but they went beyond these. Forthem the whole system of cultural production and distribution,including the “cultural industries” and public media, was a keysite of a political struggle for an expanding democratic, socialcitizenship.

      Just to know other historical authors who defended Rosseau & Descartes' idea of culture as a means for sovereignty.

    20. That it contributes not just to “mental wellbeing” but is essen-tial to our citizenship, as autonomous, flourishing individuals ina strong democratic polis.Art and culture provide a distinct space in which our individ-ual freedom is facilitated and constantly examined. This free-dom is positive – it is freedom to do, to become – and requires asocial and cultural infrastructure to make it possible. This free-dom is not simply about desires and wants, but about decidingwho we ought to be and what we ought to do. It is ethical orspiritual freedom.

      I don't need no arguments, I already feel them, I just needed to motivation of social recognition and validation by someone else.

    21. As I argue in the next chapter, creativ-ity as “input” was crucial to how culture was absorbed into alanguage of economy. It was central to the construction of thenew, self-directed subjects of “creative capitalism”, with their“always-on” networked personas and blurred line between liv-ing and working. But creativity was also an answer to art andculture’s “democratic deficit”. If art was seen as elitist

      Thanks to the Internet it was now something VIP, yet accessible to most. The content creator myth helped build the self-exploitation meritocracy ideology present today.

      With the (false) atheist turn, culture was displaced to private life, no more rituals beyond family standards. Capitalism has slowly entered to change this, to make "marketable talent" out of sports and arts after-school classes, to make "free leisure" out of data stealing and ad plaguing, it has enshitified the decentralised Internet.

    Annotators

    1. The data set is also primarily focused on North American game-makers, as 47 games analyzed were made in the United States orCanada.

      Ouch! Colonialism is compatible with black supremacy, by the way. Not saying this is what the collection purports, as Lindsay is clearly indigenous-conscious, but this is a potentially dangerous blind spot that equalises black games to mainland US black games...

    2. At odds with this goal isthe need to document and analyze this work before it dissipates fromonline stores, runs out of stock, no longer works with contemporaryhardware or otherwise becomes unavailable. Anyone who has donethis kind of work recognizes the myriads of challenges indocumenting play and designed play experiences. In this space inparticular, limited budgets, deprecated software (e.g. Adobe Flash)the need to perpetually update hardware and software, and theculling of low volume sales software on app stores all createaccelerated expiration dates. Archiving such work is no longermerely an effort in saving digital files on redundant drives but alsomeans using snapshots of old operating systems and emulatingsoftware environments that are no longer available. It also meansphotographing and playing analog games multiple times to captureelements not obvious about such games.

      Historical memory: Is history made by the losers/winners? Not now!

    3. I love thisindustry. I love it enough to have dedicated half my career to it. Ilove it enough to praise it and to tell it when it’s making a mistake.With love comes responsibility - a responsibility to care, appreciateand respect. This book serves as an opportunity to help the gamemaking community grow, reflect, and improve itself.

      The sentiment and objectives are shared.

    4. invoking the metaphorical, Black card, without accepting the rightsand responsibilities therein. It can read as a way of doing providingthe minimally viable product, a representation of Blackness, assubstitute for invigorating the work with authentic Blackness. Tosome it may play as the Cigar Store Indian has, an offense to boththe ceremonial use of tobacco and image of the noble savagecaricature.

      The cigar store Indian or wooden Indian is an advertisement figure, in the likeness of a Native American, used to represent tobacconists.

    5. Featuring people of color, does not make it agame for people of color, just as wrapping a game box in Africangreen and gold make it more authentic. Such efforts may actuallydo the oppositive, emphasizing their inauthenticity in choices thatare ignorant of authentic blackness (if such a thing exists).

      Blackness is not a single entity. It gradually emerged as a label after the trading routes of slavic people (slaves) ended with the Ottoman conquest of Constantinople in 1453 that then changed slave routes from north Europe and Asia to more of Sub-Saharan Africa (and then came the colonisation age, and the Christian vs. non-Christian ideology of Columbus and the Catholic Kings). The label was met with sympathy by European aristocrats and traders seeing in it an easier gateway into differentiation, and was later legitimised by historians in race taxonomies, and phrenology.

    6. The problem of Mancala, if it can be framed as such, is alsodemonstrated in the research’s slowly antiquating line of thinking.A line of thinking, that has routes in a colonial history valuing theperson who absconded the artifact, over the people who produced it.One that saw a hero in a tomb raider. A culture that sought the onesecret treasure that unlocked some knowledge, provided access to amystical power, and gave dominion over others

      Indeed, the nazis were looking for immortality treasures, and there are series like JoJo's Bizzarre Adventure dedicated to criticising the materialistic dependency created by these objects of desire.

    7. examines the historical evidence to“dispel a long-standing belief that so-called complex societies aremore likely to play strategic games” (2021). In that analysis, aresome hints at a larger, problematic, and perhaps systematictendency. The tendency to want to see monolithic pattern, to make ageneral case of a diverse group, or as we more commonly put it –stereotype.

      Generalisation is a big one, a classical fallacy we may call it. Stems from in-group favouritism and out-group homogenisation, since "the other" is not as deserving of our time, they must be simpler. This gets intertwined with other biases about events that have happened recently to a friend or in the news (availability bias), but these may stick merely because they validate a pre-existing stereotype (confirmation bias), thus, erring on the side of cherry picking (sampling/selection bias) that taints the results, priming ones that are currently salient as if they were all that's it.

    Annotators

  3. Dec 2025
    1. In half a year, the game raised close to half a million dollarsand nearly 250,000 books in total donations that went on to benefit girlsliving in the conditions represented in-game, as well as $160,000 for sur-geries throughout the world.

      In half a year! Some fundraisers and charity streams get that in a day. Some companies extract this from users every minute.

    2. Balogh’s adoption of not just onebut many racial identities demonstrates the flexibility with which whitepeople take on other identities, often in the name of valuing or “respect-ing” them. This availability, second, underwrites the fluidity of relations ofidentification between white individuals and race, in that, in contrast tothose who are racially interpellated, the basis of these relations is a matterof individual determination; the basis of racial identity can be less a matterof imposed categories than subjective selection. Thereby, third, thoserelations themselves are disposable or, alternately, inalienable.

      Owing to the body-mind duality myth, that is. This logical argument chain makes sense insofar as people could perform as black and then be black, much in line with TERF anti-trans ideologies. Yet, this gets rid of the complexities of the process and accumulated lived experiences, basically strawmaning "I want to be a girl" or "I must abort" as if they were trends.

      Now, even if instrumentally acknowledging it as an aesthetic-identity privilege "entitlement" of some white people who transition (though note most are vulnerable and face many barriers, institutional, economical, and familiar, from an already poor household), the logic disregards the impacts of trends and long term, only focusing on the immediate after. It fearmongs in an infantilising about the "correct (hegemonic) development" for an adolescent, but most importantly, it decenters the loss of privilege and the abuse and backlash faced from following this process, highligting the statist objectivist biases that engendered binaryist stereotypes.

      One can't simply impersonate and live someone else's life. Fantasy can approach us to it, and be very vivid at doing so, but the approach will be a momentary peak of attention that is not usually maintained as it is not continuously lived, embodied.

      Identity might not be a right, sure, but oftentimes, but the right-wind reframing displaces the debate here... we are not visiting Jakarta or the North Pole as exotic tourists, we are commiting to a change of reality because over multiple years of questioning and trying changes, we've decided it's the way to go. This is not about white people having a right to racialised bodies like fast clothing or food, this is about acknoweldging other ways of living as valid through an ethics of care that decenters the falsely "efficient" white male default. It's about saying yes to diverse ways of living that don't exploit the world, because some "being" blind, asexual, autistic, indigenous, and why not, fat, is not somethign that one usually "choses", and thereby, without relying on naturalistic fallacies but on a decentering anti-monopoly axiology, we should provide safe spaces for these to flourish.

    3. The argument presented is one that takesits case study from a game that, on top of utilizing “high-tech blackface”as a method of player/avatar interaction, is also filled with a very limitedsuite of racial tropes of Black people, particularly limited to “ghettoized”identities. Leonard’s suggestion is that this leads to players being renderedas a sort of “virtual ghetto tourist” (2004, 4).

      Mainly through "white mansplaining", which in this case is not done by white people who pursue activism to understand others and de-privilege themselves, but rather as a throwable weapon dismissive argument of "I already know your perspective" which mainly seeks to perpetuate hierachies of oppression and silence.

    4. with franchises such as Pokémon and The Legend of Zeldaappealing equally to male and female players (Ito 2011, 97). Since the riseof more gender-inclusive online communities on fannish blogging plat-forms such as LiveJournal and Tumblr, female fans have reconfiguredcanonical narratives to represent their own interests and experiences.

      This is because they are family-friendly, offline, generic adventure games, not because of a diverse representation. Disco Elysium too, has many fem fans!

    5. trolls scavenge, repurpose,and weaponizemyriad aspects of mainstream cultur

      Yes, their aim is to missinterpret and de-contextualise what you do to point toward an incoherence, a lack of virtue. This is often done in a consumable indirect fashion to dress the comment as legitimate self-expression comedy, through memes. That's where identity/culture wars often come from: "They can cross-dress and change gender while we can't joke about it?"

    6. “The worst waswhen I won a roll on an item and the guild leader threatened to tear mybreasts into bloody shreds. I met him a year later in person. He was prettyfucking embarrassed and apologized profusely—clearly this wasn’t some-thing he thought was OK when he met me in real life, but it was somethinghe thought was OK in a video game.” Other incidents she recounted weresimilarly repulsive, but her guild did not penalize anyone for their behaviortoward her. Thus, gaming reinscribed misogynistic violence as a regular,everyday behavior—even when players ostensibly knew better.

      Note that male-to-male violence also exists! I have been threatened too, yet this is much less usually talked about. It is normalised, invisibilised, naturalised.

    7. Theexisting reporting process is a reactive one, where players who witnessanother player breaching official game policy are burdened with the respon-sibility to submit a report to Blizzard Entertainment (ibid.). There is nofurther information provided about how the report is handled after submis-sion other than to say that a Game Master will investigate.

      Rocket League told you when action had been taken!

    8. Bloodborne’s narrative details and mechanics are too convoluted, intri-cate, and scattered for any one person to uncover on their own. If you wantto understand Bloodborne, then you must take to its community. A com-prehensive view of the game cannot be accomplished in a single play-through by a solitary player. It takes the collaboration of many playersand their countless, varied, subjective playthroughs to collect and archivethe knowledge necessary to even begin to understand the game.

      But most players won't. Considering most games have a finish rate of ~25%, this type of reading and interaction... is at most relegated to 10% of the playerbase, being optimistic. That can be a lot, but it's not "the mainstream" audience.

    9. By regardingplay as an appropriative activity that is situated in subject ivity, identity,and experience, this method expands opportunities for inter sectionalanalysis, illuminates diversities of play styles, and avoids t he reinforce-ment of an essentialist gender binary.

      Developed on the book Playthrough Poetics, and on the Conclusion of a posterior Jennings' article (https://www.gamejournal.it/a-meta-synthesis-of-agency-in-game-studies-trends-troubles-trajectories-s-c-jennings/).

    10. 70% (n = 91) of women and 54% (n = 116) of menalso disagreed with the statement that “men in the industry are educatedor informed on the issue of sexism.” Most of the boys’ club atmospherethat women cited as uncomfortable was rooted in unprofessional officeconversations that men were comfortable engaging in

      Extroverted sportsy, sex, gambling culture you mean? Being politicised, furry, and ace, I find those unremarkable, and often feel excluded of them too.

    11. Of all the jobs I have done, this is the most worry-free. It’s allabout playing online games. I play games anyway whenever I havetime, even if it is not for gold farming. Now I get paid for playinggames. This is killing two birds with one stone. What more can Iask for?

      Uh, dangerous!

    12. How is gold farming any different from deliv-ering box lunches?

      It isn't, and that's a problem I think... because you've normalised the consumerist service slavery to people that can ask for whatever and get it whenever.

    13. embodya post-feminist ethos regarding WIG initiatives. These women’s visibilityin the conservative production culture of gaming places them in a precari-ous position: while they may be the best positioned to champion a feministagenda like ECMGM, they must also navigate potential backlash fromcolleagues, the player base, and other key figures who could threaten theirjob security.

      There is a whole bundle of rationalisations there, provided by the male enterprise.

    14. Across industries in the United States,women are more likely than men to work part-time jobs, especially if theyhave children—38 percent of mothers compared to 4 percent of fathers(Allard and Janes 2008). Part-time work, however, is rare in the gamingindustry. As a result, female employees with children tend to take jobs inareas of the industry that offer more predictable hours. While thisresponse to working constraints may enable working mothers to balancework with childcare demands, working part-time frustrates career devel-opment. Part-time workers are less likely to land promotions and raises(Prescott and Bogg 2014)

      Dated, but surely the stats haven't changed that much.

    15. We all very quickly found that the interface of the Creator Mode wasnot particularly well-suited to creating our missions.

      No shit, Sherlock. Should've researched a bit before jumping into a 6 person project, don't you think?

    16. , I do not think that thereis any company on Earth that wants to be known as the one thatprovided a platform for creating a simulator where you forceyoung children to work in factories for ten cents a day.

      Molleindustria sorta did this.

    17. discussion of Augusto Boal’s (1979) alienating techniques. Frasca writes,“The scene always enacts an oppressive situation, where the protagonisthas to deal with powerful characters that do not let her achieve her goals,”and is “enacted without showing a solution to the problem” (64–65). Inthis method of Forum Theater, the scene is then repeated, and membersof the audience are encouraged to “interrupt the play and take over theplace of the protagonist and suggest, through her acting, thesolution thatshe envisions would break the oppression

      Loop games like Rue Valley, 12 minutes, Outer Wilds, Minit, or Oxen Free, hardly portray emancipation pathways. Replayable ones, like I Was a Teenage Exocolonist, or Papers, Please, might, but most roguelikes won't. Hades doesn't.

    18. if there is to be an ethics based on corporeality that is to be sensitive tosocial justice causes and, indeed, lead toward the fruition of social justice,undoing the distinction between real and virtual is the mostsignificantand important element

      Yes, but arguably you are talking more about the mind and body, as stated. You are talking about rape, and war, and dick picks, and blackmail, and death threats, doxxing. You are talking about invisible suffering. Depression, anxiety, and problems with addiction are not like a scar or a leg injury. They get often ostracised, and people are not taught how to share them to regulate them with help.

    19. n conceptual terms, using the Gamergate example, whenmen come to encounter women in the digital spaces of gaming culture—whether in-game or out-game communication is involved—they arerequired in an ethics of recognition to consider how to treat women in thecontext of scandal reporting/information.

      As in mutual respect: I tend for you, and you tend for me. An issue is that people may deny their vulnerability. They may dismiss it as any other attribute or sentiment. They may be infatuated with riches, and think they are immune behind the screen, relying on the trope that only girls cry, and that psych harm is separate from physical one. Further, practicing ethics of care requires a lot of time and continuous effort to minimise oneself, to revise and make one obsolete. To stop creating and start listening, to not pursue firstness, but secondariness, to be invisible, not acknowledged, not praised. It is tough, and can lead to burnout.

    20. example, choosing one’s Pokémon Go avatar in such a way as to match one’sself-perception of a gendered, racialized, or ethnic body i n terms of avail-able discourses of categorization—alternatively, of c ourse, to provide acounterplay and reflexively choose against the grain (Willson 2015, 20).

      If you play defensively, or a support role, or alone; if you have an effeminate name tag, skin, or cosmetics... you may be a target, through chat, for instance (but hackers could also track your IP in other ways).

    21. Pokémon Go players who have arrived bodily at the same Poké stop, or thosenon-playing bodies we encounter along the way. There is, in this contexttoo, a broader population of bodies that we will never meet and never knowbut who will be affected by decisions both ethical and unethical. This is topoint to the very complex “assemblage” between bodies, gaming, technol-ogies, socialities, and relational engagements that may occur in both localand digitally defined spaces but primarily also outside of it—for example,women who are made vulnerable to violence as a result of the Gamergatename-calling but who themselves are not participants in gaming

      Two arguments are being made here: First, player events impact non-players. Second: Players, even if thought invisible, leave bodily tracks.

      Player events can be festivals, performances, but also cultural shenanigans and terms like inting, or gg ez, which can convey a competitive way of narrating out of the gaming sphere. Players leave tracks the moment they download a game, in the form of cookies, if the game requires Internet connection or has an anti-cheat tool (Riot Vanguard), if it has a log that gets mixed with OS files, or if it has a public profile linkage like a Rocket League ranking tracker, modding store, Mario Maker level, Steam user, or Animal Crossing island. These are our creations, extensions —limbs— of ourselves, of our image, and ideas.

    22. This binary informs almost all scholarly writingon games and online play in the context of bodies

      Source? Notice we can't just focus on all the intersectionalities during an analysis. I for sure would love to only recommend Open Source games made by minoritised people through a local research citizen science exchange, in paid working labour condtions, without stolen content, no washing marketing campaigns, with accessibility features, with a proven social impact, and made using devices without rare exploitative materials... but this ain't possible.

      We pick our fights, for me it's biases, because they influence most of our daily acts, but activism has many other sides. I just don't think jumping into activism without awareness of bias is a safe avenue, as it can lead to radical violence as a means of change.

    23. radical separationof the body and the mind. This mythical separation, beginning from aCartesian framework

      Yes, but don't synonimise Plato's world of ideas to the Web's Internet of things. What I mean by this is that both are erroneous dichotomies, but they are different dichotomies. Believing in free will and a soul doesn't mean you separate the influences of the virtual-online, and the day-to-day physical space. They may be both real, but this conceptualisation can be a useful communicative tool to put into perspective that before globalisation you couldn't simply receive an email in 1 second from someone 10k miles away.

    24. Logged in as “Dead_in_Iraq,” DeLappe types the names of soldiers killed in Iraq, andthe date of their death, into the game’s text messaging system,such that the information scrolls across the screen for all users tosee. DeLappe’s goal is simple: He plans to memorialize the nameof every service member killed in Iraq.

      I hope it's not just American soldiers... and wydm just soldiers? If This War of Mine showed us something, it's that soldiers are not the only victims of war.

    25. Brianna Wu

      Beware, Brianna Wu is a TERF anti-peace "activist". She was not in favour of Palestine, and although she has post-traumatic stress disorder from GamerGate, she has once mostly switched sides.

    Annotators

    1. In Shaw’s research, finding a place to experience com-munity was more important for queer players than LGBTQ charactersbeing present in the game, and while gaymers didn’t purchase gamesfor queer content, they discussed games where queer content was in-cluded (2012).

      Meaning fanbases. Get together and talk about this gay character, to feel like you belong somewhere, to be socially validated.

      Yet, the character is the excuse to meet for the first time. Even if as time goes on this can change, the initial pulse comes from some media exposure, or someone sharing theirs.

    2. The data is also “unfiltered” – partic-ipants’ are less prone to adjusting their responses when voicing theirmomentary thoughts. These responses become a mix of experiences,reflections, etc., making them less linear. However, one weakness withthink-aloud is that the understanding of the responses can be limited.There can be gaps in, or a complete lack of, justifications and reasoning

      You have to train the person doing a think aloud. They also learn to do it if they engage in multiple sessions.

    3. For this purpose, self-curation can be a better alternativeto memorialization. In other words, the user can be responsible forthe curation of their own legacy prior to death.

      Aww, respect the wishes of those who aim to become forgotten!

    4. As Haverinen explains, RPGstransform an avatar into a character which represents “both the storyof the role-play and the personal interests of the player” (2014a, p. 157).She also states that “the communal spirit is usually strong among play-ers who have played together for hundreds of hours and often evenyears. They have shared their personal lives with each other, and have‘lived’ together in the story they have created for the game”

      I remember when my Disgaea save file got deleted... I cried!

    5. Sibilla and Mancini (2018) also high-light that identification is increased when players are given the abilityto customize their avatars.Sibilla and Mancini (2018) list two types of user-avatar identification:actualization and idealization.

      Would say representation and projection, I find actualization and idealization a bit blurry. I represent how I currently feel like, and create projections of how I would envision myself under other circumstances.

    6. devices like phonesand laptops (2014, p. 129). The data on these devices is frequently in-accessible, for instance due to password protection or because theinformation is scattered across multiple platforms. Nevertheless, thisdata holds material of strong emotional significance for the bereavedor the promise of uncovering new information, causing unnecessaryfrustration or hurt when they cannot be accessed.For this reason, there exists a need for designing hardware and soft-ware that account for a user’s death

      Services like Gmail have the option.

    7. Klass et al. (1996) propose the ‘continuing bonds’ model inwhich grief is not perceived in stages but instead it is seen as a rene-gotiation of the relationship the bereaved has to the deceased. Thistheory becomes relevant in the digital age due to an increase in digitaldeath practices that facilitate remembrance and allow the bereavedto maintain their connection

      Much like you don't let go of a friend who you've lost touch with, you may not let go of a deceased one, and instead adopt part of them on your way of living, an item, a common friend, a habit, etc. a means to honour this person, to keep their legacy out of respect.

    8. Web Disability Simulator

      This one is crappy, but I am sure you can find one where, I don't know, prior tab labels vanish (like oldies who don't know how to navigate, with nonsense symbols), and the mouse jitters, and text is small or low contrast and can't be read, or words jumbling around, would be a fun experience! And actually, you can check something here: https://www.disabilitysimulator.com/

    9. Furthermore, having multiple hours of uninterrupted leisure time tospend is a luxury for many. Availability of leisure time interacts withgender, social status and other factors. An analysis by the Office ofNational Statistics (2018) showed that men in the UK enjoyed nearlyfive more hours of leisure time per week than women – a disparity thathas grown wider during the 2000’s. They also found that people wholived alone took more leisure time than people living with children.

      Ooooh, but the game was not for them. I wonder how Nintendo does its testing...

    10. pos-itivism

      Note I skipped a large chunck of fairly unrelated history about sports, war, and measurement that predated videogames. Recently, there has been a large increase in data collection devices which is much more interesting.

      The datafication from phones, car GPS, AI, and radar war vehicle detection is much more in-line with game interfaces and game positivist metrics, KPI, retention, etc. Some of these have been instrumentalised for gamification, or speedruns too, like deaths/coins per-level, or playtime/speed.

      This is also inherited from inherited from Industrial school tests, IQ, Normality, Matrices, and the tabular accounting quantification of money, born in imperialist countries and urban gangs that tried to keep track of trading stocks.

      Arguably, per Kropotkin, this could be a form of rationing and a way to promote worker-guild control, so as to avoid top-down impositions from cartel pricing... which goes to show how far we've branched from games, and how economics the Enlightment science, and quantification aren't the devil, rather they have been repurposed as such, mainly through the industrial education system pipeline, and illusion of explanatory depth specialisation (which is harder to disentangle with ellusive numeric objectivist abstractions).

      There, you don't need to read those 15 pages.

    11. Carol Shaw, who createdmany games in the 1970s and 1980s for Atari and Activision, includingVCS Checkers, Qubic, and River Raid (See Fig. 6)

      Procedural generation games. Roguelikes, if you wish.

    12. Inthis context, increasingly complex rules or codes of behavior were de-veloped for sport hunting, including rules based in normative ethicssuch as, a hunter who wounds an animal must kill it as an act of mercy;killing a sitting duck is unfair; or hiding out to ambush a creature at asalt lick or watering hole is considered unsportsmanlike. The popular-ity of the sport hunting movement and commercial hunting led to ter-rible over-hunting, which eventually sparked the conservation move-ment

      A similar thing happened with fishing, you can see the book "Animals in Video Games and Humanity".

    13. While today game cul-ture, or more specifically ‘gamer culture’ refers to particular sub-set ofplayers of videogames, during the early 1800s game culture referredto people involved in the hobby of hunting for sport (Reynolds, McAl-lister & Ruggill, 2016). Part of what supported the rise of sport huntingas a popular pastime was the development of gun technology

      As different from football or other popular sports this is meant as a "private" and "individual" passtime, initially only for the burgeoise (then gun culture spread to all America).

    14. 1936 Olympic Games

      What follows is only partly new, but mainly no. Sports as at the work level are hardly games. People there don't play, they train, they work, they compete. Sports as competition is football, basketball, you may know more ancient forms of them... and they have rules, referees, time, and metrics like assists, goals, even dating very far back.

      The olympics of wrestling, of lifting, or ball throwing. They had metrics in the past, in Greece, in Rome. This ain't new, come on.

    15. Some researchers look at someone creating analternative history in a game, like a small country conquering the world,and see it that way. But my argument is that these types of alternativehistory creation, or counter-play, is essentially just replicating the logicof colonialism. You just happen to be the colonizer. Like, let me go con-quer England in the game – it’s still colonialism, right?

      The point being, there is exogenous, or what is forced from outside, and endogenous, or what is forced from inside. UK, France, Spain, etc. were and are colonialists countries that forced upon others their empire, and they still do, but in a more palatable less visibly violent fashion.

      They opress, homogenise, silence, displace, much like the US, Mainland China, India, or Mexico. Their internal dissidents, varied ideologies, immigrants, subcultures, languages, natives, are squished, minoritised, colonised.

    16. It’s literallyabout the colonisation of an entire galaxy. Those types of elements areso prevalent.But then there’s the more obvious ones like Age of Empires. Or, Em-pire: Total War. How these games work, and how they are meant to beplayed, there’s an unavoidable code there.

      Yes, arguably that is the game's goal, but as I see it, most of the game's players are actually very far from being mindless colonialists. They are not warmongers either. Instead, I see historians, economists, people that may be white, sure, but that are also concerned with whiteness, that try to tackle it by explaining it. Strategy games demand systems thinking that is somewhat incompatible with reductionist us vs them narratives.

    17. sages in their artifacts, viewers engage in a decoding process to in-terpret these artifacts. Hall describes three broad types of decodingthat viewers may participate in, even shifting between modes at times.

      Hall's dominant/hegemonic, negotiated, and oppositional is like Castell's legitimizing identity, resistance, and project, which is basically a rehashed virtue ethics by another name. You will deny it, but it maps onto right-wrong with a middle ground in between, or a conservatist-progressivist axis whereby one seeks perpetuation and another one seeks disruption, similar to Nietzsche and Camus in this sense.

      Are you the rebel, or the empire? Come on, this ain't new: Time in memorial has had preachers claim things need changing.

    18. Two major camps of thought could bedescribed as the prejudice reduction model, and the collaborative so-cial action model. The scholarship on prejudice reduction dates fromthe post Second World War era and centres on individuals in societywho hold positions of power and prejudicial opinions about those theyoppress.

      You must learn, and you must act. Both are needed for habit building and sustainable projects (community commitment to resist black swans).

    19. Larocco writes: “[...]empathy is an orientation to the other, one thatattunes to some aspect of the other’s feelings or emotions or thoughts[...] yet which may not engage with the other’s otherness at all. [...]Toput the point succinctly: feeling-with is not the same as feeling-for. [...]Empathy, for ethical behavior, is a crucial intersubjective vocalizer, butby itself as an orientation it may not direct the better angels of ournature to direct action.” (Larocco 2018, 3). Larocco here underscoresthe uncertainty around the potential of this empathic positioning, asthere are many possibilities along a spectrum, all the way from authen-tic identification with another to selective empathy that seeks to mis-construe the other as similar to the self, or identifies only with aspectsof the other perceived as similar to the self.

      @RealDidacticus

    20. This perspective on technology as an unproblematic labor saving de-vice fits well with so-called common-sense but wrongheaded ideasabout technologies as neutral tools (see Myth #1) that can smoothlyand easily take on the burden of labor from humans and increase ef-ficiency. This idea has been notably critiqued by Langdon Winner butalso many other scholars of Science and Technology Studies such asBruno Latour (1996) and Susan Leigh Star (1999)

      In a way, like with energy, which is not spent or generated but continuously transferred, we should not think in close yes-no, action-result. The event is part of a system, it's on the move, and efficiency doesn't emerge from nothing, it requires other work. I am not talking about zero-sum competition, we can most win with tech, but transformations like eye glasses or leg prosthetics need of workers on the other end, but by automatising them, we are just making them less visible, we are moving them from the artisan workshop to the factory or the mine. We'll have to wait a lot until this manual labour gets replaced by robotics, because once again, the trade-off is not "efficient" right now.

    21. The idea of using an immersive, interactive entertainmenttechnology such as a game or VR experience to ‘change minds’ via em-pathy (which is here understood as an almost involuntary, emotionalresponse) plays into a fantasy that neatly aligns with a privileged posi-tionality, seeking quick, easy, and relatively painless methods of mitiga-tion that fall far short of actual change. Worse yet, these projects aresometime tokenised and held up in hyper visible ways, that signal toothers that change has been achieved, when it has not

      Okay, I get it, snake oil vendors are the people who get popular and get government grants to do next to nothing, because the instruction is only a part of the process. Beyond unlearning and learning there must be a change of habits, and no single play session or workshop can achieve that.

      Yes, they can nudge toward visibility, but do they re-distribute? They can pinpoint and landmarks to look, and provide ways to not missbehave, but if they then need to be applied, and moral courage is not at its peak, as violence looms on the other side of the spectrum, these products can be almost a self-cleansing sterilisation tool, to merely perform predisposition to change, and to alleviate the cognitive dissonance of not doing so.

    22. The reason-ing may go something like this: if only we can use interactive or immer-sive technology to unlearn prejudice and inspire action, then the hard,painful work of the emotional and intellectual labor of coming to termswith prejudicial beliefs and attitudes could be made easier.

      Sounds feasible to me, let's see where this goes.

    23. for possession [...] If representational visibility equals power, then al-most-naked young white women should be running Western culture.

      Actually, that's the claim the manosphere makes.

    24. UnReal engine(2018), he examines the ways in which the the engine itself communi-cates embedded politics, which it also forces (or at least strongly en-courages) onto designers who work with it.

      The example is pretty shitty, but it's true that when you work in a commercial game company and you can flip assets and code, Unreal becomes very easy to use with first person shooting and enemies: It's purposelly built, like Fortnite UEFN.

    25. scanner found at airports today (see Figure 1). This example is dis-cussed in more recent scholarship from Sasha Costanza-Chock (2020),in which they identify the narrow ways the scanner conceptualises the‘normal’ and ‘safe’ human body, marking and penalising those with bod-ies deemed ‘different’ as dangerous, such as trans and disabled people.The capabilities of the core technology of the scanner, electromag-netic waves that bounce off of and detect the surface of the body, areonly meaningful for airport security purposes when put in relation to acomparative set of data marked as “normative” (and therefore “safe”)— and herein lie the embedded politics of the technology.

      I knew about the scanners, but I hadn't thought about the actual process! Upon lifting the veil, it makes sense that its usage as a visual sensory extension-augmentation is only tangible insofar as we used the data comparatively, like a medic would with Breast cancer or other illness - issue being here data gaps, and non-updating practicioners that do not know about minority illnesses.

    26. Winner analyses multipleexamples and ends up concluding that while it may be true that notall technologies have embedded politics, most do, and the question ismore one of degree. One example he looks at is the technology of theatom bomb

      What technology lacks politics? A food bowl? A door hinge? Even these have, to a low degree. A paramount example of politics in tech is the printing press, initially barred and then used religiously to spread the cath Bible.

      One could argue, like Byung Chul, that phones are religious. Capitalistically religious, therefore, political. Say, they could be sourced differently, yes, and in that sense they are not as political as our context and usage has weaponised them to be, which could be the counterargument.

    Annotators

    1. a collection of n soft-ware agents. The minimum size of n required toauthentically represent an actual group of real peopleusing software is a very relevant question, but we will notgo into further detail here

      Oh, okay!

    2. In summary, based on these observations, we believethat artificial societies with their representations of individ-uals, social networks, and the situated environment are themost promising paradigm to support policymaking when itcomes to modeling human behavior in a social contact.

      In summary? You didn't compare these to any alternative!

    Annotators

    1. To argue,one speaker in the Russian State Duma compared the lawagainst 'LGBT propaganda' with a “victory on a battlefield”(Meduza, 2022b). In this way, the government erases theOther (the queers) from video game culture by censoring itscontent. And then, it tries to fill the gap with propagandamaterials such as the anti-Western Smuta, the militaristicSparta, private military company promotions, etc.

      Equating videogames = vice, and war nationalism = virtue. One is framed as slacking while the other one is framed as serving your country.

    2. esthetics (admittedly associated with computer gameculture) to convince fans to join, which, in essence, meansjoining the war in Ukraine.

      Drone cams with joysticks and first person recordings are also becoming popular, and are game-like.

    3. Although the proposed project was rejected, the caseindicates the state’s interest in specific advantages ofgames and play.

      But also its dissinterest in games and play, as forms of culture. Culture is more often than not, anti-hegemonic, and Russian university students that aspire to design games could flip the purposes of this games engine. Anyhow, it's not like they couldn't use Open Source ones...

    4. An innovative strategy which hesees, and I affirm, “elides the dualism between tech-makingand spiritual strivings”(ibid).Much of this theorization and ethos hold titles such as“Afrofuturism” (Everett, 2009) or “Soulcraft” (Royston,2022) and valorizes embodied knowledges (Daniel, 2005. qtfrom Royston, 2022) from marginalized or racializedminorities.

      So, as I understand it, we should change ourselves to embrace more anti-consumerist anti-globalisation strategies (favouring more close "around the fireplace" gatherings) whilst we simultaneously create new spaces removing old ones, for migrating communities to arise (whilst simultaenously avoiding their uncritical reproduction that could lead to hegemonic fearmongering).

    5. Rainbowism or “rainbow nationalism“ (Gqola: 2001,qf Slade 2015) is described as an ‘unintentional‘ act of“invoking the rainbow nation as means of silencingdissenting voices with regards to the status quo in thecountry...[...] and with regards to race and apartheid past“(Slade; 2015: 3). The concept of the rainbow nation;censorship

      He's talking about self-censorship, burying the past, avoiding historical memory. The fears are in place, I'd argue, but simultaneously, for a society to really move on it must reconcile with its past and repair those who had been wronged, else the "survivors" remain silenced, displaced, existing but unseen... and this too can be the seed of radicalisation and accumulating hatred.

    6. For me, the task at hand was beyond fighting embarrassment,but finding accommodating tactics to initiate what I called“Incoko” (Dialogue in IsiXhosa language) around the oftenunderplayed and hidden forms of racialized domination in theSA videogames industry. Instead of asking “Who is theoppressor?” I thought it is appropriate for everybody toassume that the scene is already racialized, therefore anygenuine discussion must root from there, as opposed to thedichotomous shaming and defense strategies that prevail inmost settings. This to me is inspired by Boaventura de SousaSantos’s transformative critical tenor that “We don’t needalternatives; we need rather alternative thinking ofalternatives” (2018, viii). That we’ve been asking samequestions, and subsequently proposing redundant andirrelevant solutions for years

      Sure, infantilisation besets resentment... and skewed representations may co-opt/tokenise marginalised individuals as diversity hires... but don't we need to give visibility to them as a means to redistribute power? What is it we white males can do, if not taking a step back, staying in silence, and giving space?

    7. I noticed a discomforting sense ofwhite fragility (DiAngelo, 2018); condescension; andinvisibilized power plays in the ensuing emails.

      I wonder, did you share your strategy with them and explain why you thought it could be more effective?

    8. (young) adults, ready to do any kind of work as a refugee,just to escape crippling oppression, thus ridding theoppressive regimes of their dissidents while at the sametime providing cheap workforce for the global supporters ofthose regimes as merely another resource they can exploitas modern colonists, while constantly bringing war to theMiddle East for decades, all in the name of bringingdemocracy – or a fetishized version of it that is advertisedas synonymous with all kinds of freedom and prosperity

      Sure, sure... but, where are the references and how is this related to the article? I mean, I get the capitalist criticism, but this is vague and unexhaustive. Why import workers when you can outsource production and emissions as a whole, in less regulated places?

    9. “Some peoplesay... I mean our producers...” which shows how media reflectthe opinions of the people who control them.

      But that's terrible, don't you see! It leads to the generalisation that any journalist is untransparent, and that their reporting is missguided. How can watchdog independent journalism survive like this when it is tagged of ad-hoc political targetting?

    10. game gave theplayer “the opportunity to act out popular-culture fantasiesof middle-class youths,” and he also explained that “thereis a sense of the public sphere as a site of danger and awithdrawal from any commitment to political or collectivesocial agency that runs throughout the game.”

      Can you engage in activism, in farming, in policy reunions, teaching, cleaning, or other volunteering? No, you but you can go to shops of any kind!

    11. then-senator Hillary Clinton(2005) claimed that violent games made children violent(Tassi, 2016), and then-president Donald Trump blamedvideogames as one of the causes of school shootings

      This is a classical decoy that has just recently reversed!

    12. Interestingly, in GTA IV,an article on the in-game Internet says, “Long-termhealthcare can put a tremendous strain on finances,” whichreminds us that America might be the land of opportunity butonly until people get sick. In addition, when Roman, Niko’scousin, asks him if he likes America, he says it is allabout advertising, and the opportunities are not realbecause people get in debt for those opportunities and becomea slave for the rest of their lives. Moreover, thedescription of the game on the publisher’s websiteexplicitly states that Liberty City is a nightmare for thepeople who do not have money or status (Rockstar Games,n.d.).

      But you know what will happen right? This is anecdotal, often optional content, and its subtext goes unoticed for the main attraction which is actually following a materialist gaze: Guns, cars, mansions, designer clothes, prostitutes, riches of any kinds: Luxury, and being above law because you are an oligarch.

    13. (A) Mentoring and psychological support;

      Honestly, I kinda disagree with this one. Women shouldn't have to just "cope". That's the male playbook. We should strictly get rid of accusations, of insults, of "you are only there because of X male"... psych support entails giving in to meritocracy's zero sum game. Competition for the gain, at any cost. No. Players shouldn't feel burned out period.

    14. Most guys, when they see a girl, instantly conclude thatshe plays badly. Even if she’s actually a good player,it’s not enough for guys. If a guy and a girl of an equalskill make a mistake in-game, it’s okay for the guy, ithappens, but in case with the girl, she would do it “be-cause she’s a girl”, and not because even top tier playerssometimes make mistakes. Youtube has lots of fail montagesfrom female tournaments. Why point it out specifically,if any tournament has tons of mistakes.

      Indeed! Reminds me of cherry picked Islamophobic assault compilations. Ragebait. Polarisation devices. This can also lead perhaps not too trauma, but to imposter syndrome, to loss of confidence, to de-motivation, and burnout. Surely, males experience these too, but less frequently, and notably, on their own. Not sharing and taking a stoic toxic masculinity stance then builds up to projection, hate, impotency, outward attacks not so much as inner pitying (it's others who are wrong, and I must defend myself). There is a certain dread and anguish I feel sorry males have to go through, much unhealthier than fems.

    15. The attitude to mixed teams among ourinterviewees was also mixed: some highlighted the importanceof training together with men, and playing against men,

      It's harder to train hard without communal motivation, without relatives to play with. It's hard to improve without someone to best, without being allowed to play with people with high technical knowledge, communicative skills, and professional trainers + diet (enhancements) behind. It's even more complicated if basic game layers, like communication, chat, friends, are systematically barred for you. If doing so risks being insulted, harassed.

    16. Now they are just at different levels.It’s not realistic for women, they just won’t survive. Ifyou remove it now, they just won’t make it at the prolevel, no way.

      This. There is a layer of inheritance already in place. Past streamers were male, many of whom pro-players. They go on to train male teams, have male friends, they played more, and they can change games if needed. This is market saturation. Women will get no place because future places are occupated in advance. Who gets the early trial, previews, beta sponsored invitations (think Apex)? It's not her.

    17. Most male pros can quit university and dedicate themselvesto their gaming career, while females can not afford this.

      Wouldn't say "most", but sure! Sports too is very, very skewed male, which additionally gives them access to special grants and scholarships which women just don't get (particularly in Ivy US Universitites).

    18. women in competitive CS:GO. Their skills are almost nevermatched with equal popularity and, consequently, economicgains, in the established economy of attention. Thiscorresponds to the deficiencies in meritocratic valuationfound in society in general, especially in the USA

      Yet, this is the case exactly why? It doesn't just happen. It's because of the way the streamers talk, the examples they give, the banter they use, and the difference of having a masculine idol for male viewers, and a feminine one. I'd argue boys don't choose female celebrities as reference period.

    19. Due largely to unwelcoming public reception, all-femaleteams rarely compete with all-male teams in public, and whenthey do, they usually demonstrate lower results. However,if one looks at the average scores of female and male playerswho competed in roughly equivalent tournaments, it becomesmuch more difficult to justify the difference between prizepools. According to in-game statistics, professional femaleplayers are only 7% behind professional male players interms of skill-related metrics

      To be fair, there are many less women players, but still 7% is a notable difference at least in high leagues. Wouldn't say noticeable for most viewers, though.

    20. neither be bored nor overwhelmed

      For a long time! But they do need to be bored and overhwelmed at certain times, to expand their autonomy space, to make them reflect, to make them fail. Learning should not be linear.

    Annotators

  4. Nov 2025
    1. Accordingto an understanding of violence based on social systemstheory, the concept is neither physically nor structurallypredetermined. Instead, it focusses on the communication ofinevitability when attributing to action.

      In other words, violence as imposition.

    2. The result of this mechanic is one which allows players tofeel as if their selections have narrative and ingameconsequences, while subtly rewarding them for makingdecisions which lead to positive outcomes for characters.We defined ‘positive’ here as cessation of engagement withthe slave trade or awareness of their own culpability

      So, two routes that lead to the same ethical outcome. The way may be different, but the takeaway message remains, I dig it!

    3. Domsch suggests that for game choices to feel as if theypossess meaning, they must rely on three guiding principles:they must feel meaningful 1) by being difficult to achieve;2) by making their relevance ambiguous; and 3) by notproviding full gameplay information to the player, and onlysometimes providing full gameplay information. By presentingchoices with incomplete information, the player cannot applya mechanistic decision-making process to get the idealoutcome, and thus the choice feels more meaningful. Thisforces the player to rely on the game’s narrative structureand its broader fiction.

      Scarcity, Novelty, and Unpredictableness to build a dramatic arc with ups and downs.

    4. Meaningfully engaging with a recreated historical space isa very different experience from willingly believing in afantastic or futuristic alternative world. Questions ofhistorical authenticity, accuracy and meaning all arise,particularly with such a sensitive topic as the trans-Atlantic slave trade. Ensuring that every choice issupported by research also leads to a need for design choiceswhich explicitly support player engagement and embodimentin much the same way as a living museum might.

      Think of Assassin's Creed.

    5. We anticipate that this writing process willcontinue for some time, as our team has committed to ensuringthat communities in Sierra Leone approve of ourrepresentation of what is their cultural heritage andhistory. This is time-consuming but an important act ofanticolonial narrative collaboration.

      Perhaps, but so are many more. Not relativising a minority, I am arguing people still have problems, and there are more efficient ways to bridge them, or bring awareness. I believe this should be a key consideration when creating for impact, because the team composition and motivation can flail when projects become too long and there is no economic backup or money return for the time spent. Volunteering can lead to burnout too.

    6. Tomba and an unnamed woman weredescribed as being leaders of an abortive slave revolt aboardthe slave vessel Robert, captained by a Robert Harding fromEngland. While their attempt was unsuccessful, our teamagreed that it represented African resistance, and shouldbe the key central narrative. We decided that the unnamedwoman should be the same individual as the Temne narrativeguide, who has been reborn and wishes her story to be told.This is consistent with Temne traditions and spirituality

      Respect given to the participants, who are not objects, but subjects!

    7. The initial intention behind Bunce Island: Through theMirror was only to produce a high fidelity immersive digitalenvironment

      (and it ended as that, I've checked, unavailable, as it is common with these kinds of university-based games)

    8. majority Temne and Mende peoples, and the smaller indigenouscultures such as the Limba, Loko and Kuranko. What we seein effect is a complex and varied tapestry of cultures andpeoples into which the European travellers and traderssailed and then settled. Those newcomers intermarried withmany coastal families, and from those unions arose Afro-European families which grew to dominate the coastal trade

      Don't homogenise a culture (like Asia, or China), there is internal colonisation too (interstate nations, flags), with diverse traditions (which, btw, some of the locals may not follow or be accord with).

    9. In part, this aspirational aspect was due to the financialsituation of the London-based Royal Africa Company (RAC)early on; those responsible for the fort were chronicallyunderfunded and typically owed money, as seen through anextensive correspondence by the chief factor, RobertPlunkett, requesting supplies in the early eighteenthcentury.3 Those who worked at Bunce were isolated by distanceand the time period from close oversight by their companyofficials.

      About communication delay, which now is much uncommon, but still happens in some rural areas.

    10. Just 502.9 metres by 106.7 metres (1650 feet by 350 feet),the island is small, which made it attractive to the slavetraders intending to build a fort there. Local accountsdescribe how Tasso was the first site considered for a slavefort, but proved unsuitable due to the breadth of terraininto which an escaped slave could flee. Bunce was thereforedeemed a better site and had the advantage of lying justbefore the point where the river grows too shallow for deep-water vessels to navigate.

      Chokepoints, vigilancy guard towers, straits. Kinda reminds me of The Witness architectural analysis (https://www.gdcvault.com/play/1020552/The-Art-of-The).

    11. literature on this complex relationship andsystem

      Accuracy requires economic, cultural, political, and scientific research (reading books/articles), to convey a coherent system without plot holes.

    12. Webegan to ask questions like in what type of homes thesepeople might live in. Would their homes be made of stone orof wood? What kinds of stone would they have chosen? Howmight they dress?These questions, distinctly practical, sparked others, andthe close re-reading of traveler accounts began to shedlight on new ideas and problems. Anna Maria Falconbridgedescribed orange trees at Bunce Island in the 1790s; werethese planted deliberately to address scurvy on board slaveships? Falconbridge describes seeing these trees growingnaturally along the shores of the rivers she and her husbandtraversed in the estuary, indicating that these oranges werea native variety.

      Adapt to the geography, or adapt the geography. Foot voting is a myth, we are born unequally because of material distribution. Also note, getting into most of these details may be not feasible, so focusing on a few, and explaining how they are interconnected and have ripple effects to now (takeaway) is a must for learning.

      Students should ask one simple question more frequently in classrooms: Why are we doing this?

    13. that things could have taken a different courseand characters are not determined by fate.38 He wanted toencourage the audience to occasionally leave the flow inorder to think about its origins, its direction and theimplication of this specific path.It appears reasonable to argue, that games do just that: Inorder to play them successfully, we need to be capable ofthinking about rules

      But we don't stop to think! That is, except in puzzle games.

    14. Videogames do notjust fit into Foucault’s concept of heterotopias, they alsomatch what Augé describes as non-places: places of far-reaching anonymity that largely ignore social hierarchies

      In a way, they portray the ideal of blank state perfect justice. All speedrunners have the same starting point, all competitive shooters have a fixed "egalitarian" "non-discriminatory" spawn. In a game you are not the nerd, you are the hero, you perform a new person and aren't scrutinised by it, you are given a second chance to start again.

      Games are fair. No, they are not. They rely on your setup, on whether you can communicate with teammates, on who in your friend groups plays them, what free offer is given, and what characters which may represent you are found therein. Yet the myth continues, it's pervasive, it's the free will made-up CEO Enterpreneur mindset.

    15. The modern ideal of human exceptionality accelerated by thecapitalist creed of individual responsibility and multipliedby the supermodern excess of options for individual growthhave led to widespread mental overload and feelings ofinsufficiency.28 Videogames offer relief by providing spacesdetached from the power structures of the everyday that makeit a lot easier to live up to the expectations.

      Indeed, so many myths to unpack in one sentence. We are not an exceptional species. We do not have free will. Options are mostly noise, choice is manufactured. Infinite growth is not a thing. Yet, we take this for granted. We assume them. I currently do, in a way, even if I acknowledge their mythology... and in doing it, I am given a burden on myself, an expectation, I am placed in a race, a competition against others with these goals. Survival is obscured, it's about thriving.

    16. Thinking about, as well as workingon, the individuals we want to become is taking up increasingparts of our everyday lives. Nothing ever seems to suffice.Nothing seems final.

      As argued in the show The Good Place, life is more complicated now that is has ever been. We have so many options! Choice overload incoming.

    17. excess of space, an excess of time and an excess ofindividuality.Summed up very briefly, Augé depicts a social reality inwhich advanced means of communication and travel haveenabled us to physically travel around the world in a fewhours and to virtually be present at the other side of theplanet within seconds.

      Bauman and Castell's globalisation.

    18. It seems reasonable to argue, that it was this focus on theindividual, that provided the soil for capitalism and, evenmore obviously, for present-day technology-drivenneoliberalism that has aptly been called surveillancecapitalism9 or cognitive capitalism10.

      I accept the argument, but understand that many other mediums also seek this. Perchance shopping, series, podcasts, etc. might not, but while doing sports competitively, or while being an artisti publicly, or particularly while showing yourself on social media and selling yourself on OnlyFans, as a product... you are the protagonist! So it is not only games, but arguably, games are a significant masculine reduct that has replaced, say, war, factory working, and revolutions (which provided less individuality anyhow, but at least promised social belonging and a sense of working toward a future).

    19. Digital games emphasize the relevance of the playingindividual. They place us, the playing subjects, in thecenter of the experience.

      Multiplayer games may dilute it a bit, and story games may have their protagonists, but who's in control of the vessel is us.

    20. Many heterosexual men, on the other hand, utilize digitalgames and the communication spaces that surround them, fora specific form of doing gender, trying to live up to anidealized image of masculinity that has seen a decline ofacceptance due to feminist criticism in many other spacesof their everyday lives.

      That's actually really interesting... if we posit the idea that prefaces relativist rationalisation that we "ought to be unique and maximise our very own specific set of goals" (for identity formation), then having less idiosyncratic or atypical or group-coded goals can make it harder to differentiate (am I a male or a female type of dissociation/confusion), which is arguably a frustrating experience.

    21. "the playersare free because they continue to play (or were free becausethey stopped playing)".

      So freedom as in J Raz's tripartite practical autonomy, NOT as in absolute uncoditional free will.

    22. the idea of agency as a non-essential attribute toplayers, or even human beings, is more problematic.

      We need agency to play, apparently, but we don't have it, most likely!

    23. Now, if combined these lessons with Wittgenstein’s idea inthe Philosophical Investigations to abandon the logical formof the proposition (analytical definitions), we will arriveat a holistic notion of the normative space of all games,begging the question it would clash with the idea of beingable to give a conceptual delimitation to the game as a unitof analysis. However, the possibility of avoiding thisconclusion lies in reflecting on Wittgenstein's intentionin establishing this diffuse condition of games.A non-analytic notion of games would therefore have to bepresented on the base experience of play.

      Playthrough, or autoethnographic, or therapeutic self-writing reflections. It becomes true for you. It is your lived experience.

    24. for it assumes a causallink between volitions and acts, which the samevolitions can’t possess between each other otherwiseit would lead to an infinite regress

      Translated to non-gibberish lingo: I can't chose what I desire. If this wasn't the case, it would create an endless loop of having ability to chose everything, an infinite amount of time back, and then having an ability to chose what to chose, and what are objects of desire in the first place, etc.

    25. evaluation to be possible the rules must be objective inthemselves (1982; p. 110-111)3.

      Yes, we must assume. But this is playing pretend. We also assume that patterns exist and can be measured, and that doing science makes sense. These are the foundations of a study.

    Annotators

    1. In Mr. Trevers's case, a wound that doesn't heal is said to be a sign thatpoints toward diabetes and atherosclerosis of the leg arteries. But this isn't nec-essarily so: this is a meaning that has been attributed. Such attributions have ahistory, and they are culturally specific

      Okay, but there is likeliness, that's how predictions work?

    2. As a complement to this, social scientists have made it their trade to listen forfeelings when they interview patients. And they have persistently and severelycriticized doctors for neglecting psychosocial matters, for being ever so con-cerned about keeping wounds clean while they hardly ever ask their patientswhat being wounded means to them.

      It's slowly becoming less the case, though.

    Annotators

    1. See (asmentioned in countless interviews) Meat Boy isn’t made of animalmeat, he’s simply a boy without skin whose name is Meat Boy.”

      Bro, how is that? This deflection attempt is so gibberish it's laughable. To be frank, Peta does pick up at games that have little to do with its cause, when they could be, idk, mocking any game that has actual fishing or hunting on it... but the response seems very inmature to me. Perhaps they could have collaborated!

    2. The food bar can be replenished by eating anyof the game’s many varieties of food, of which more than half con-sist of some kind of animal flesh. Supernatural foods aside, the mostnourishing items, alongside salmon, are all cooked red meats: mut-ton, pork chop, and, of course, steak. Most of the vegetables appearon the tier below, whilst fruit sits yet further down the hierarchy,alongside raw meats and just one step up from cakes and cookies,raw fish, and rotten flesh.

      And... there's surprisingly little green food variety. There are cakes but no rice? No legumes? There are no tomatoes!

    3. That gargantuan hunk of meat, dominating the meagrefruit and vegetable matter beneath, leaves us in no doubt as to theprincipal part of this meal.

      The second icon, yes, it reminds me of Minecraft hunger bars, which were not represented by energy, but rather by chicken wings.

    4. play like a loser. At the end of Into the Dead, when you lose, your com-panion is killed, too

      Reminds me of the infatigable environment of Rain World, Death Stranding, and Frostpunk. Death looms.

    5. The act ofreading, Bull argues, always engages the emotions of readers, and thesuccess of any text will depend to a large extent on a reader’s sym-pathetic involvement with it. This includes identification with thegoals and objectives of the text’s characters or types. Those charac-ters or types may well be very different from the reader in terms ofage, or race, or gender, or class, but the goals and objectives, suchas escaping death or achieving personal fulfillment, for instance,are most often ones that can be shared by every reader, in that theyreflect rational self-interest. When we read, Bull suggests, we are“reading for victory.”

      Not just reading, though, we do things instrumentally, as we are biological machines. Reading is tough, so we scrutinise it severly. Watching TV isn't tough, so the usefulness dilutes and becomes not so present.

    6. Tom Nook

      How is Tom Nook an animal now? This being is an anthropomorphised capitalist. Are Mae from Night in the Woods or Beck from Beacon Pines animals? What about The Longest Road on Earth, or Tails Noir? Endling has a real animal, not Baba is You or Goat Simulator.

    7. Tamagotchi (Bandai, 1996), surely the best known of virtual pets(though they are, strictly speaking, extraterrestrial rather than earthlyanimals)

      Similar to Pokémons, these types of entities displace the actual debates of animal welfare. They are mascots, competitive/trained playthings, not entities that can live on their own. Animals like this get systematically infantilised, made dependent from a white saviour gaze.

    Annotators

    1. In mostcases, civilians can be killed—players can murder or incidentally attack the wrongperson during a gunfight—but this causes players to lose a life or fail a mission.

      This also implicitly means that killing "others" is allowed. They might be playing the war game, yes, but maybe their country unlisted them unwillingly, how are they different from civilians?

    2. g rape and pedophilia, it is rare to findgames in which these (especially the latter) are possible. Developers might notalways intend to forbid these actions, but they are forbidden all the same if playersare unable to simulate them. Games therefore establish a kind of moral architec-ture as boundaries are created, all without labeling actions or the need for explicitmoralizing.

      Then these go unoticed, invisibilised. Much like prostitution is. Much like porn... yet his author seems to frame it as positive?

    Annotators

    1. Kearney considered the girly aesthetic of what shecalls “sparklefication” and its capacity to dissolve effeminophobia.66 Girl andqueer communities that embrace “sparklefication,” Kearney writes, are “cham-pioning femininity for the various pleasures it elicits and the subversive potentialit offers within patriarchal heteronormative societies.”67 Kearney acknowledgeselsewhere, however, that “[p]ink’s signifying power has been so cemented overthe past half century that it is very difficult to associate it with anything otherthan females and femininity,” making it challenging to disentangle the colourfrom its use in upholding rigid gender stereotypes.

      In the West! Please, consider this.

    2. One of the most comprehensive of these studies isKearney’s Girls Make Media. Kearney’s book charts a history of girls’ cultural pro-duction in North America, rewriting misogynistic assumptions that position girlsand women as consumers and boys and men as producers. Kearney goes as farback as the domestic crafting activities of the Victorian era to the scrapbookingby fans of classic Hollywood cinema. By the late twentieth century these practiceshad expanded to photography, music, filmmaking, zine making, and web design.

      Think who is an art teacher? Who went goes to through master?

    Annotators

    1. In 2019,it attracted crowds of 5,500 at two outdoor events on Halloween night, with other eventsinvolving smaller numbers, e.g. 60 older citizens attended an afternoon tea party and 780people participated in a Dracula themed fun run.Enacting hospitality as welcome and as social controlThe data suggest that both festivals are actively fostering hospitality through their practices.

      What data? I don't see a single demographic here beyond mentioning the overall diversity of the area at 50% non-irish. Who attended this? I don't know.

    2. In festival and eventsettings where people gather, e.g. to hear a favourite musician or learn about a shared interest,there is clear potential for people to set aside differences and find common ground in taste andleisure preferences (Gilroy 2004)

      Wow, don't you see the problem here? Curb your privilege.

    3. This understanding highlights that hospitality is not just aboutunrequited giving but always involves an exchange. For their part, the host offers a welcome,friendliness and safety. In the narrowly defined service encounter, the reciprocation expectedof the guest involves economics, as well as a tacit agreement to respect the host’s rules andregulations.

      I am a stranger in this adultcentric capitalist world, I haven't signed a social contract to obey your crappy laws.

    4. Clear-cut distinctions between hosts and guests areno longer tenable now (Larsen 2008), given that mobility is such a prominent feature ofcontemporary living (Morley 2002).

      Nonsense

    Annotators

    1. outlets like the-Score eSports presented Korean player salaries as disproportionately low,46characterizing Korean players as supreme talents exploited by corporatesponsors paying them minimal wages.47 Even as many Korean players leftfor China, the discourse evolved to see Korean players as good neoliberalsubjects due to their ease of exploitation by corporate interest.

      That's true for most esports and regions, yes. It's a very precarised field, in a way, like culture. There's one Taylor Switft (survivorship bias, the myth of self-made hard-worker).

    2. South Korean esports ecosystem

      Not just esports, think K-pop boybands. And arguably, some of these may surely find themselves in different origins, like sports clubs and training camps (think La Masia from FCB). Also, this is missing an intersectional approach considering how gender and disability fit into this MASCULINE landscape.

    3. people almostoverwork themselves, and they feel this compulsion and duty to the degreethat sometimes I think they sometimes ruin their lives.

      Oh, don't turn this around. This is true. It is true for pianists in Spain, for athletic swimmers in Oklahoma, and for football players in Argentina. Child exploitation is a thing. Perhaps not self-overwork, but this is what society asks of them.

      There's this thing in progressivism, where we should be more rested and have more leisure. I sorta agree insofar as it is sustainable, but if the right-wing politicians exploit themselves, we must keep up too. We can't fight a tank with a sunflower for now, I think. We can't fight populism with 3 hour talks.

      So no, I deny there exists, at least more than anecdotically, this fog of mystery surrounding Korean players. Indeed, many lower ranks, may admire and find a new interest in their culture thanks to popular figures like that.

    4. League of Legends (LoL)

      Stop this essentialisation. There's more than football in Europe, more than NBA and NFL in USA, and more than LoL in Asia. Surely, most people consume these. But you are making a kids these days scarecrow. Asia doesn't dominate Rocket League, Dota, CS:GO, Valorant, Overwatch, PUBG, or Fortnite.

      Curiously, it dominates in MOBAs, like Arena of Valor, that have their headquarters on China. I am implying it has to do with marketing (and yes, also govern endorsements). Don't blame the players, blame the power.

      Here: https://www.esportsearnings.com/games / https://escharts.com/

    5. Allen Guttmann explains how modern sports differ from the games foundin ancient society. He ascribes seven distinct features (two values and fiveprocesses) to modern sports that distinguish it from ancient games: secu-larism, equality, specialization, rationalization, bureaucratization, quan-tification, and record

      Modern sports are usually jobs. Such a pipeline is inherently speculative, not because you shouldn't make a living with art or fitness, but because in doing so, you are the product, and people will rate you.

    6. Christine Yano builds on Iwabu-chi’s work and thinks through what she calls the commodity “whiteface” ofHello Kitty. 31 Remarking on Japanese companies’ desires to create globallycompatible consumer products in the 1970s by mimicking Euro-Americanstandards, Yano underscores the ambiguity of the international appeal ofHello Kitty, especially her cute white face. 32 Yano links mukokuseki to mo-dernity, whiteness, and global acceptance and adeptly points out the Japanesecompanies’ willingness to self-erase for the sake of global marketability.

      Representation in toys, similar than in games. You consume stereotypes for Carnival: What do the boys wear, tactical and police gear. What about girls? Flying assistants or dressed princesses. Do you see many doctors during carnival? No.

      To me, most festivals are grotesque self-fetishisations plagued by nationalistic discriminatory pride. Yes, they can be an acknowledgement of diverse oft-excluded identities (furries), and a visibilisation and acceptance of them, but they rarely are: Most of the times, they look like a parody of the parody, a cartoonish simulation of army/school uniforms, and an objectification via (female) sexualised dresses.

    7. TzarinaPrater and Catherine Fung argue that for the Asian body’s labor to be recog-nized, it must be converted from “the foreign threat to the assimilated modelminority.”

      Reminder: Exclusion, Segregation, Integration, and Inclusion. Assimilation is homogenised inclusion, which dissolves any inclusion, because there is no other to include as there is no identity diversity.

      https://mcie.org/think-inclusive/inclusion-exclusion-segregation-and-integration-how-are-they-different/

    8. Thinking through Hutchinson’s and Moore’s perspectives, we could arguethat Kojima’s strategy of using racial ambiguity to cater to both the Japaneseand the Western audience permits him to embody Japaneseness without anyhistorical baggage.

      Furthermore, can you stop to think what budget the game may have?

    9. Noting the racially ambiguous design of the mgs series’ protagonist Snake,Hutchinson argues that the white-passing body welcomes Western playersto empathize with its message.

      I know that this is colonising, you don't have to shove it upon me... but isn't it a justified concession? Isn't the inherent peace-cooperation argument embeded in the game akin to the reparatory non-repetition argument that underlies historical memory?

      For me, it is not, and I say this having played a large chunk of the game while focusing on utilitarianist EA ethics. It is not, because it may avoid tokenisation, sure, but Sam Porter is not a slave, he is a hero. Not only that, with although it prefaces the quest of reaching white people with anti-war logics, the game has war, the game has fights, and its sequel does too. These are surrounded with mysticism and fantastic events which cloud the statements and leave them open to interpretation in a way that most players are sure to miss them. It's not provocative, it's a eco-tourism chore. The cutscences and events are a McGuffin to visit places and trek through them to feel epic.

      To influence a mass of players, and not just get critical acclaim it would have needed to be more straightforward.

  5. Oct 2025
    1. lhewodd,whichhadbeenfifledwifl1reds,pinks,bhies,andpastelyellows,isnowblackandwhite,exceptforherhair,whichisgreen.Herdress,whichwasredandvolunfinous,isnowblackandgray,hanginglimplyoverherlumchedbody.Nothavecontrol.IuseflicThmnbstickstotryandmovehcrtotheriglfl;butshcsh1mblesandfalls.3

      Wow... it amazes me how Fullerton cannot see through privilege and stereotypes on this representation. Elitist art. Gibberish clichés. Come on, are you marvelling at the "metaphorical" representation of sadness with just a reclined posture and a black and white palette?

    Annotators

    1. Often enough riot is understood to haveno politics at all

      Torre Pacheco, Asalto al Capitolio, Portugal Lula de Silva. Milei is famously anarcho-capitalist. Alt right is presenting itself as anti-bureaucracy, anti-state.

    1. Benjamin explains that the sociotechnical imaginary is not just about revealing “how the technical andsocial components of design are intertwined, but also imagines how they might be configureddifferently.”

      Design is also practice, it's a step in-between theory and application. It's about understanding logistics from the inside without causing real havoc or backfire. It's about learning to predict, to see the holes and gaps that may arise before they do. Design, at the end, is about bridging the theory-application divide. It helps solidfy theories while seeing their limitations in a safe space, dispelling the myth of sudden talent (from an illusion of explanatory depth), and warning against creeping normality by remaining revisionist (iterating) through the practice.

    Annotators

  6. Sep 2025
    1. that inviting nonexperts or amateurs from diverse fields to solveproblems could contribute to more effective solutions and outcomes thankeeping a problem closed and away from the public.

      Could, may, underexplored... come on. I am stopping reading here.

    2. Cell Slider par-ticipants evaluate potentially cancerous cells, helping scientists to getbetter at diagnosing cancer in future patients. Similarly, in Biogames,players help to properly diagnose malaria in cells.

      Just thought I'd appreciate that the so-called "indispensable" and complex medicine sciences seem to rely on non-expert crowd information quite regularly!

    Annotators

    1. If you can’t do that, someone else can.” She cited the 2022IGDA Developer Satisfaction survey in addressing the games industry retention problem:“Diverse talent tends to leave the industry at about twice the rate as white men. So, if webroaden the funnel and we bring more diverse talent in, all we’re doing is losing morepeople, and that’s not an acceptable action plan. It’s not going to make the kind of lastingchange we need to see in our industry.” Regarding retention of diverse talent, MacLeanrecommended actions for leaders and colleagues that foster an inclusive environment:charter team agreements to define core hours of work, hold team members accountable toensure they use their vacation days, accommodate remote work, create shared definitionsfor flex time schedules, develop clear promotion paths, and demonstrate care foremployees as humans. All of these were presented as ways to retain talent, especially forcaregivers. “People are willing to make these tradeoffs,” speaking of work/life balanceand caregiving in particular, “regardless of gender, regardless of family status if they seethere is a path forward.”From my perspective, intentionality and action to create positive sustainablecultures accommodating the needs of marginalized individuals signposts that the gamesindustry has acknowledged a need for correction and is beginning to support diversityand representation in a meaningful way.

      Concerning! He's bought the brand washing attempts of big corps... am I being, rash? Is there no way out for Microsoft? Yes there is: One that doesn't include buying Activision despite being rotten? Profiting from endless games like CoD and Candy Crush? One that doesn't invest in data centers for AI that crush the global South? One that doesn't invest heavily in AAA titles like Halo, including its marketing, only to make a fraction of the investment sponsoring indies (and then laying them off)?

      Then, no. I am not being rash. Microsoft owns a greedy ecosystem that includes Word and Excel. It asks people to pay for Windows licenses at 200€. Tried to do a Netflix with Xbox Game Pass. A big problem is that almost everyone knows Microsoft. Who knows Annapurna?

    Annotators

  7. Aug 2025
    1. A third and very central way in which UE’s design supported player empowerment was the manner in which the game facilitated the forming of a social network among its players. This was done through the narrative of the game, which told players that social innovation requires teamwork; through the complexity of the missions, which led players to collaborate; and by facilitating player communication via the discussion forum and players’ personal pages. As the game developed and players started to befriend each other, a network emerged that was transferrable to the physical world and enabled them to share ideas, knowledge, and other resources.

      Reminds me of the school of moral ambition - https://www.moralambition.org/